i did a quick check on the textures. as far as i can tell only the logo is missing transparency. plants, space debris and glass have a working alpha channel.

as for the blinking lights, that seems to be model related. after removing your mod i got the old textures, and the old lights were blinking in black squares too.

wikipedia has some interesting articles about dds and dxtn.
png is the only lossless widespread picture compression i know. but when packing multiple files with similar content, your tools of choice should be 7zip or winrar, due to solid block compression.

So I downloaded the "CONSOLE COLORS 2011" archive from the external site. They're all PNG files. Are these supposed to be used, or...?

Edit: Also, sorry for the double post, but I must stress that it would be very useful if we could have a list of textures that need to be flipped and which don't. I just flipped all of them, and I'm having problems already, trying to get the Peragian doors to display correctly. That, and I have no idea whether or not anything else on Peragus is displaying correctly.

Nonetheless, very good mod; I'm liking the visuals so far.

As a pre-emptive measure, I am going to make a playthrough and report back on which packs need to be flipped and which don't.

I have confirmed that the Placeables Pack does NOT need to be flipped. Correct me if I am mistaken.

Update: Confirming that the Peragus Pack does NOT need to be flipped. However, there appears to be an issue with the standard door. Seems as if it is missing a layer of detail. Not sure what the problem is. I'm guessing a missing texture. It looks too plain. Chromatic.

Last edited by RedHawke; 12-13-2010 at 07:03 AM.
Reason: Combined DP... please do not double post. You can be sited for spam.

Not what I'm seeing...flipping the doors on Peragus seems to make them look worse. I'll check it again, though...

EDIT: Nope. I would definitely not flip the Peragian doors.

Edit: Confirming that the Harbinger textures do NOT require flipping.

Edit2: It would appear that Telos is mixed: some textures, especially doors, are meant to be flipped, while some are not. So far, I have found that all textures in Telos DO require flipping, EXCEPT for the following:

Do not flip those files. I have just arrived on Citadel Station, though, so there may be other textures that are amiss in my current configuration. That, and, I confess that I have no way to know which texture other than doors might need flipping and what might not. It's difficult to say. I still recommend that Xarwarz look through these at some point if he's not already, and bring us a more comprehensive list, because, as it stands, the issue is not pack-to-pack; it's file-to-file.

Last edited by RedHawke; 12-13-2010 at 07:04 AM.
Reason: Combined Triple posts... no more ok? Thanks.

So I downloaded the "CONSOLE COLORS 2011" archive from the external site. They're all PNG files. Are these supposed to be used, or...?

Sorry been busy ill check to see if i uploaded png files by mistake but they can easily be converted to tga

Quote:

Originally Posted by Gatherum

Also, sorry for the double post, but I must stress that it would be very useful if we could have a list of textures that need to be flipped and which don't. I just flipped all of them, and I'm having problems already, trying to get the Peragian doors to display correctly. That, and I have no idea whether or not anything else on Peragus is displaying correctly.

Nonetheless, very good mod; I'm liking the visuals so far.

As a pre-emptive measure, I am going to make a playthrough and report back on which packs need to be flipped and which don't.

I have confirmed that the Placeables Pack does NOT need to be flipped. Correct me if I am mistaken.

Update: Confirming that the Peragus Pack does NOT need to be flipped. However, there appears to be an issue with the standard door. Seems as if it is missing a layer of detail. Not sure what the problem is. I'm guessing a missing texture. It looks too plain. Chromatic.

The purpose of texture flipping is just to so the show correctly in game and not upside down. I mistakenly said textures needed to be flipped but the files were directly from my override folder so they didn't need to.

As far as the plain door i am working on a more realistic texture skin to second layer over that one

Hey, great job on this! Really improved my KOTOR game a ton. I finally ordered TSL; it's in the mail and I'll be playing it with these textures for sure. I was wondering though, where are the creatures/droid textures from the 2009 version? Can they still be downloaded somewhere? Have you done creatures/droids for the 2011 version? Are they included with the planet files or seperate like they are with the KOTOR mod? Anyway, thanks again and great job.

Hey, great job on this! Really improved my KOTOR game a ton. I finally ordered TSL; it's in the mail and I'll be playing it with these textures for sure. I was wondering though, where are the creatures/droid textures from the 2009 version? Can they still be downloaded somewhere? Have you done creatures/droids for the 2011 version? Are they included with the planet files or seperate like they are with the KOTOR mod? Anyway, thanks again and great job.

I am still working on the new version of droids a creature skins you can see some pics on my site

Quote:

Originally Posted by Phildevil

Could you release the TSL logo with working alphachanel (in .tga, preferably...)?

Can you please either upload these in tga form or make it clear what exactly needs to be flipped? Your screenshots look great, but I simply don't have the time to test all the files to get them to look correct.

Can you please either upload these in tga form or make it clear what exactly needs to be flipped? Your screenshots look great, but I simply don't have the time to test all the files to get them to look correct.

Nothing needs to be flipped the files were directly from my override folder so they were already flipped. if a texture is displaying incorrect that means its either or it may or may not need to be flipped they are a few like that in the game. If you have any issues give a screen shot of it so i can better help

Hay i do have to agree with who ever said ONDERON looked like a cartoon. Think you can make it little less? little Cartoonish. I love the other designs they work out right but. yea that one is a little Iffffff y on.

Oh, not everything needs to be flipped? I put in the narshadaa skins and flipped everything and it didn't look nice. I'll just convert them without flipping the next time; but do any of them NEED to be flipped?

Oh, not everything needs to be flipped? I put in the narshadaa skins and flipped everything and it didn't look nice. I'll just convert them without flipping the next time; but do any of them NEED to be flipped?

Ill check my override folder but it less than 5 percent that may need to be flipped.

@Xarwarz, my offer to upload the whole package (once you finish your work on M4-78) as a torrent at Demonoid still stands. Let me know once you have everything ready and the flipping issue is dealt with, and I'll start the uploading process.

Considering trying out (or returning to) SWTOR? You may as well go through my link and help get me some SWTOR referral points!

Ok i need to clarify everything that need to be flipped was already done on my end so there is NO need to flip anything just add folders to override. As long as the textures are upside down in the override folder everything is all good.

The confusion came from me adding the read me text saying to flip the textures which is why they look messed up in game. So once again do Not flip textures after you convert them

Quote:

Originally Posted by Sith Holocron

@Xarwarz, my offer to upload the whole package (once you finish your work on M4-78) as a torrent at Demonoid still stands. Let me know once you have everything ready and the flipping issue is dealt with, and I'll start the uploading process.

No prob sith h im finishing up the planet soon but cant release until i complete the droid reskins. The tank droid sucks its like a shuttle skin lots of parts

A question, you seem to have modified the Loading Screens and it's been a long time since I played TSL, but shouldn't there be pictures of the different areas in the loading screens? E.g. if I am on Dantooine shouldn't the Loading Screens have Dantooine pictures during level transitions? Mine don't any more.

Edit:Turns out it was just the Prologue on the Ebon Hawk which was showing no Loading Screen pictures during level transitions, once on Peragus they started showing.

A question, you seem to have modified the Loading Screens and it's been a long time since I played TSL, but shouldn't there be pictures of the different areas in the loading screens? E.g. if I am on Dantooine shouldn't the Loading Screens have Dantooine pictures during level transitions? Mine don't any more.

Edit:Turns out it was just the Prologue on the Ebon Hawk which was showing no Loading Screen pictures during level transitions, once on Peragus they started showing.

Thanks for any tips.

Well thanks for tying the mod ill be making minor improvements to it over the year. Any other questions or issues let me know

In the Telos file, there seems to be some strange files. You should get files with this prefix: "TEL_". There are some that have this prefix instead: "TMP_". Are these files duplicatas that may be erased or files that are part of your intended textures.

In the Telos file, there seems to be some strange files. You should get files with this prefix: "TEL_". There are some that have this prefix instead: "TMP_". Are these files duplicatas that may be erased or files that are part of your intended textures.

I haven't released a gui mod...clothes your refering to the cartoon look i havent released that yet didn't know if anyone wanted

Don't get me wrong, your mod is unbelievable - but it would be a great addition if you make/release a gui ( like in the Telos-vid ) for it ( and maybe retexture armors/weapons )
- I'm ABSOLUTELY sure many players would appreciate that!!

Hello!
First of all, thank you for your effort! It was quite a hassle downloading every single file and then converting them all, but it was really worth it! TSL looks like a much newer game now, very nice!

However, transparency doesn't seem to work. Some have already mentioned the logo. But for me, also other textures with transparency are NOT transparent, like tree branches in Telos. Any idea why this is so and what I could do about it? I did everything according to your manual with Xnview (no flipping).

Hello!
First of all, thank you for your effort! It was quite a hassle downloading every single file and then converting them all, but it was really worth it! TSL looks like a much newer game now, very nice!

However, transparency doesn't seem to work. Some have already mentioned the logo. But for me, also other textures with transparency are NOT transparent, like tree branches in Telos. Any idea why this is so and what I could do about it? I did everything according to your manual with Xnview (no flipping).

I have had some issues with transparency with this game. i suppose if it the game had post process might solve the issue but ill look into it

Anything I may have done wrong during conversion? Or any in-game settings? Or other mods (I installed quite a few others, but none that use the same files)?
It does seem to work for the others, after all.

I haven't tried the new version of Telos as I only recently installed the PC version of TSL. I loved the Visual Enhancement textures for the first game and wanted to try them out in TSL. So far I really like them, but I've only gotten as far as Citadel Station and am also noticing transparency problems. A little research told me XnView can have problems with alphas and retaining transparencies, or the picture editing program you're using may not be properly applying transparencies? I don't know, but the burn marks in the Paragus mining tunnels are on big white squares, the asteroids are floating in a white square, and the leaves on the trees on Citadel Station are also attached to big white squares :P

Beautiful textures all in all, though, definitely an improvement. Even with the transparency issues it's still a step up from original, especially when you've played the xbox version to death over the last several years. Thanks for the awesome textures.

[Edit] Wound up going through the textures and re-exporting all the ones with any noticeable transparency with GIMP. Works like a charm, but I noticed the grass (on Telos at least) is too long. Looks like the texture map is wrong up and the grass gets chopped off in-game.

I agree, these are excellent textures that breath new life into TSL. Very well done. However I can confirm that by your described method of conversion using xnview ALL the alpha channels get dropped. It is easy to check this with xnview itself. Your DDS original texture of dantooine tree leaves has an alpha channel. The same converted tga file has a solid white block around the leaves. So unfortunately your method doesn't work and something needs to be done. Making the tgas available is probably the easiest solution to that problem.

[Edit]After fiddling around, I sadly come to the conclusion that this mod is unusable for me. Tried a few other converters but without much luck, something is always of. A shame, I hope you release a complete tga version some time soon. I would really love to use this!

Last edited by Flashblade; 07-09-2011 at 05:12 PM.
Reason: Tried to make it work

I agree, these are excellent textures that breath new life into TSL. Very well done. However I can confirm that by your described method of conversion using xnview ALL the alpha channels get dropped. It is easy to check this with xnview itself. Your DDS original texture of dantooine tree leaves has an alpha channel. The same converted tga file has a solid white block around the leaves. So unfortunately your method doesn't work and something needs to be done. Making the tgas available is probably the easiest solution to that problem.

[Edit]After fiddling around, I sadly come to the conclusion that this mod is unusable for me. Tried a few other converters but without much luck, something is always of. A shame, I hope you release a complete tga version some time soon. I would really love to use this!

I just converted them with GIMP. You can download a DDS plugin, and you'll have to sift through the textures one at a time. I don't know if GIMP has any batch editing capabilities or not, but I went through every single texture from all the packs easily enough. The ones with any obvious transparencies will be, well, obvious with the checkerboard backgrounds. Just save them as .tgas and move them to the override folder. The only batch editor I know of does not work for windows 7, at all, period, regardless of compatibility mode, though. Since you've gone through the trouble of downloading the whole pack maybe I can email you the ones I've converted or something.